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+3 votes

So, I'm creating a special shader to render some objects using raymarching!

I succeded to render everything normally on a cube (MeshInstance),
however, the camera inside the shader used a different transform than the one in the actual scene.

In order to fully render, let's say, a sphere inside the cube I'd need to have the camera position (which I have) and the fragment's position in the world (similarly to how SCREEN_UV gives a vec2 for the fragment's position on screen, I want a vec3 for the fragment's position in the world):


Also, if possible as well, the fragment's position related to the mesh itself (e.g., how UV is relative to the node and SCREEN_UV is relative to the screen).

Thank you in advance <3!

in Engine by (26 points)

2 Answers

+5 votes
Best answer

Ok VERTEX will give you (by default) the local coordinates inside the vertex shader.
These coordinates will be relative to the mesh.

And VERTEX will give you the camera-relative coordinates inside the fragment shader.

You should be able to get world coordinates inside the fragment shader by applying the CAMERA_MATRIX to the VERTEX.

vec3 wrld_vertex = CAMERA_MATRIX * vec4(VERTEX, 1.0)

You can pass the (local) VERTEX from the vertex shader to the fragment shader by using a varying variable. Such variables will be interpolated between the corners of a face to match the pixel. Probably, there's also a way to calculate the local VERTEX inside the fragment shader but I don't see a convenient way (like i.e. an INV_MODELVIEW_MATRIX)

by (3,370 points)
selected by

beautiful! what I was looking for (:

In Godot 4 it was renamed to VIEW_MATRIX

+2 votes
// from camera space to world space

// from world space to object space
vec3 VERTEX_LOCAL = inverse(WORLD_MATRIX) * vec4(VERTEX_LOCAL, 1.0);

combine them for efficiency

// pixel's position in object space
by (63 points)

This works great, thanks. Used in a Dissolve shader in Object Space:

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